Anitomical Damage?

Darathin

First Post
I understand that the generalized HP system helps keep Combat at a fast pace, but its always bothered me just a little.
Every one who played at being knights as kids know that when you get hit in the arm with wooden sword then you've obviously just got your arm violently hacked off, so you cant use that arm anymore.

I'm not looking to slow combat to a crawl or implement a million contradicting mechanics, but a little more detail to anatomy and techniques could spice up combat, especially where melee combatants are concerned.

This what Ive been rolling around my head.

An emphasis on called shots. Two arms, two legs, a head and a torso.
Any time your targeting a specific enemy you can say "ima hit his sword arm" or "Ima shoot him in the face".
Your torso is your center mass, the default target, nothing new or special.
but your arms, legs and head would have there own HP pools, each equal to half your total HP. A hit to any would deal equal damage to that limb and to your total HP.
So for example, you have a total of 24 HP, then each leg, arm and your head have 12 HP. Your hit in the Right arm for 6 damage, your total HP is down to 18 and your right arm is down to 6.

Im not looking for dismemberment or decapitation, the off chance that any one at any point can cut off the PCs head is too much. I was thinking, some real dangers but not so much it has any one avoiding combat out of fear of losing or ruining the character.
When an arm reaches 0 Hp you lose use of it, if your using a two hander you need to swich to a one hander and what not, maybe some spell failure for spells with somatic components. lose both, run away, but your probably disabled.
When you lose use of one leg, move at half speed, no runing, and +10 DC of balance or similar checks. lose both fall prone, your probably disabled.

The head is more tricky, as if you lose use of your head then your likely dead or dying, and as i said, the chance of insta death sucks. I figured something more along the lines of a concussion. your head gets to zero then your confused or stunned or both? Im not sure whats appropriate.
Also +1 AC to your head for both size and the instinctual motions to defend your brain.

Any magic healing, or natural healing would have full effect on your Main HP pool, and half effect on all injured limbs, conversely, any healing done to a targeted limb would have full effect on that limb and half effect on the rest, including your main pool.

I just started thinking of this today so please, critique and add insight.

with this system some new items should be added and existing items defined and amended. Just simply to add AC and Possibly DR to your limbs.
Helms. Greaves. Gauntlets.
Light. +1 AC
Medium. +2AC
Heavy. +3AC
Equal DR if needed.
Just Add these into the appropriate Armor proficiency. But let light be free.
Gauntlets are already defined, and adding a new item that covers the upper arm brings in complications like magic item slots and what not, so I'm thinking just add AC to gauntlets. Add spell failure to Med and Heavy Gauntlets, 10% and 20%?
Greaves are mentions in the armor descriptions in the PH but its just flavor text. Any penalty?
Helms also, just flavor. But Heavy helmets should apply a -1 attack for the limited range of vision, If a visor is included one should be able to lift it and remove the attack penalty but also remove 1 AC for exposing the face.

Ones normal AC should effect the entirety of the body, with the addition of the greaves, gauntlets, and helm giving additional protection to the appropriate body part.
For example, full plate is +8 AC, it comes with heavy gauntlets, greaves, and a helm, So one's AC, without magic, Dex, or other effects, would be 18 with 21 AC on arms, legs, and head.
I'm not sure how a shield would effect the ac of your shield arm, for simplicity I would it just adds the shields AC, but I hate how dismissive Games and movies are of shields, they are your first and best line of defense and this is sadly not reflected in Dnd rule. but thats a different issue.

I think what i have thus far wouldn't effect combat speed all that much, just add one more line under AC and 5 new lines under HP, keep track. No additional rolling.
Be smarter in combat, find weaknesses.

Anyways, thoughts? Objections? Amendments?
 

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I understand that the generalized HP system helps keep Combat at a fast pace, but its always bothered me just a little.
Every one who played at being knights as kids know that when you get hit in the arm with wooden sword then you've obviously just got your arm violently hacked off, so you cant use that arm anymore.
It's just a flesh wound.

I'm not looking to slow combat to a crawl or implement a million contradicting mechanics, but a little more detail to anatomy and techniques could spice up combat, especially where melee combatants are concerned.

This what Ive been rolling around my head.

An emphasis on called shots. Two arms, two legs, a head and a torso.
Any time your targeting a specific enemy you can say "ima hit his sword arm" or "Ima shoot him in the face".
Your torso is your center mass, the default target, nothing new or special.
but your arms, legs and head would have there own HP pools, each equal to half your total HP. A hit to any would deal equal damage to that limb and to your total HP.
So for example, you have a total of 24 HP, then each leg, arm and your head have 12 HP. Your hit in the Right arm for 6 damage, your total HP is down to 18 and your right arm is down to 6.

Im not looking for dismemberment or decapitation, the off chance that any one at any point can cut off the PCs head is too much. I was thinking, some real dangers but not so much it has any one avoiding combat out of fear of losing or ruining the character.
When an arm reaches 0 Hp you lose use of it, if your using a two hander you need to swich to a one hander and what not, maybe some spell failure for spells with somatic components. lose both, run away, but your probably disabled.
When you lose use of one leg, move at half speed, no runing, and +10 DC of balance or similar checks. lose both fall prone, your probably disabled.

The head is more tricky, as if you lose use of your head then your likely dead or dying, and as i said, the chance of insta death sucks. I figured something more along the lines of a concussion. your head gets to zero then your confused or stunned or both? Im not sure whats appropriate.
Also +1 AC to your head for both size and the instinctual motions to defend your brain.

Any magic healing, or natural healing would have full effect on your Main HP pool, and half effect on all injured limbs, conversely, any healing done to a targeted limb would have full effect on that limb and half effect on the rest, including your main pool.

I just started thinking of this today so please, critique and add insight.

with this system some new items should be added and existing items defined and amended. Just simply to add AC and Possibly DR to your limbs.
Helms. Greaves. Gauntlets.
Light. +1 AC
Medium. +2AC
Heavy. +3AC
Equal DR if needed.
Just Add these into the appropriate Armor proficiency. But let light be free.
Gauntlets are already defined, and adding a new item that covers the upper arm brings in complications like magic item slots and what not, so I'm thinking just add AC to gauntlets. Add spell failure to Med and Heavy Gauntlets, 10% and 20%?
Greaves are mentions in the armor descriptions in the PH but its just flavor text. Any penalty?
Helms also, just flavor. But Heavy helmets should apply a -1 attack for the limited range of vision, If a visor is included one should be able to lift it and remove the attack penalty but also remove 1 AC for exposing the face.

Ones normal AC should effect the entirety of the body, with the addition of the greaves, gauntlets, and helm giving additional protection to the appropriate body part.
For example, full plate is +8 AC, it comes with heavy gauntlets, greaves, and a helm, So one's AC, without magic, Dex, or other effects, would be 18 with 21 AC on arms, legs, and head.
I'm not sure how a shield would effect the ac of your shield arm, for simplicity I would it just adds the shields AC, but I hate how dismissive Games and movies are of shields, they are your first and best line of defense and this is sadly not reflected in Dnd rule. but thats a different issue.

I think what i have thus far wouldn't effect combat speed all that much, just add one more line under AC and 5 new lines under HP, keep track. No additional rolling.
Be smarter in combat, find weaknesses.

Anyways, thoughts? Objections? Amendments?

You also have no means of factoring in long term damage to cartilage in the joints, or a mechanic to describe cumulative brain damage, such as from becoming punch drunk from too many concussions. You make no mention of paaralysis resulting from a damaged spinal cord. Blood loss rules are also needed for obvious reasons. Personally, I find the lack of mention of the coccyx disturbing - after all, moving about with a damaged pelvis is very hard to pull off.

Long term damage to the liver from trauma and poisons (including alcohol), damage to the lungs from smoke inhalation, and blood vessel hardening and clogging from unhealthy foods should also be modeled. You should probably also include a mechanic for determining if you get appendicitis from fighting too soon after eating.

Also, do you have cancer rules? People who spend extended periods out in the sun without access to sun screen and who are bombarded with magic on a constant basis may have increased cancer risk. Just a thought.

Finally, it occurs to me that you have failed to account for the differences between the sexes with your rules - obviously, women should get +1 to AC for being slighter than men. To compensate, I think you should grant men one bonus hit point per level HP due to their larger bone mass.
 
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-1 penalty to Dexterity, with a a movement speed penalty equal to half the character's movement speed if a leg is hit. Obviously, hitting two legs reduces you to zero, though you can still crawl at 5ft/round. If an arm is hit, you can't use that arm for spellcasting or holding things. Breaking a limb occurs when the sunder move is used against your limb. Each limb has 1/5th your total HP.

If someone sunders your head, you die, of course.

Also, have decided to be more helpful and edited my original post with more information. You should reread it.
 
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I can't believe I forgot about cancer when considering ways to make combat slightly more dynamic.

And really, it only makes sense, If one wants more defining consequences to being hit in the face by a monster a big as a car then one must also consider the long term effects of chronic alcoholism.

If sunder already covers this then, please, refer me to the book.

So how would one go about determining to hit ones arm? just call it? Sunder rules? The AOO and opposed rolls?
If so, then why wouldn't one simply take Improved Sunder and always take out arms or legs before even trying to kill'em? or just sunder their head?

What was so over complicated? The items? HP pools?
 

So how would one go about determining to hit ones arm? just call it? Sunder rules? The AOO and opposed rolls?
If so, then why wouldn't one simply take Improved Sunder and always take out arms or legs before even trying to kill'em? or just sunder their head?
Just like in real life, then?

What was so over complicated? The items? HP pools?
Everything. Seriously, everything. There's a reason why this sort of thing is usually restricted to computers; it's because keeping track of all this stuff gets really old really fast.
 

I don't (and won't) use any sort of "called shot" system - if used against PCs it runs the risk of very quickly making a character unplayable, and when used by PCs it tends to fall afoul of the same problems as disarm, sunder, etc (the trade-off tends to be too great to make it worthwhile unless you build your character specifically to use it; conversely, if you do build your character thus you use it all the time - so the system is either unused or over-used.)

What I have taken to doing, largely on an ad-hoc basis, is describing certain PC attacks as giving specific effects. Typically on a critical hit or when the monster becomes "bloodied" (well, half hit points - we play 3.5e), I'll say that the PC has hamstrung the enemy, or cut off a limb, or... And then I'll apply some limited effect - perhaps it loses one of its natural attacks, or has its speed reduced, or whatever.

But since these are additional effects, I reserve the right to apply as much or as little effect as I wish. And of course I never use them against PCs. :)

(As for the OP's system itself - it's quite similar to the "numbed" and "useless" rules from the 2nd Edition "Complete Fighter's Handbook". Which was an interesting subsystem, but again too complex for too little gain, in my experience.)
 


Keeping track of stuff like the numerical values of the plethora of skills, hit points, both lethal and non lethal damage, at least 20 combat modifiers, 6 stats and their corresponding Modifiers, the modifiers effects on EVERYTHING, ability drain, BA, damage, Levels, level drain, exp, exp penalties, weight, speed, weights effect on speed, armors effect on speed, armor, check penalty, spell failure, SPELLS, caster levels, Saves, alignment, DR, SR, gear, racial traits, class ability, range, feats, initiative, AOO, AOE, blalblbalbalblabla
whist also bearing in mind the same things for the rest of the party. including familiars, pets, cohorts, and followers
And npcs and monsters.

I think I may have missed some things but that's just what popped into my head.

With this in mind I guess I, personally, didn't feel overwhelmed by a few more numbers that would be directly attached to existing ones.

But I guess having to process the idea that your leg is broken so you cant run could get really old really fast.

I asked for critique and insight, not to be shot down and have my idea mocked and belittled.
 

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